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    <div class="refentry" id="glAttachShader">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glAttachShader — Attaches a shader object to a program object</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glAttachShader</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">program</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLuint <var class="pdparam">shader</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>program</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies the program object to which a shader
                    object will be attached.</p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>shader</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies the shader object that is to be attached.</p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>In order to create a complete shader program, there must be a way to
        specify the list of things that will be linked together. Program
        objects provide this mechanism. Shaders that are to be linked
        together in a program object must first be attached to that
        program object. <code class="function">glAttachShader</code> attaches the
        shader object specified by <em class="parameter"><code>shader</code></em> to the
        program object specified by <em class="parameter"><code>program</code></em>. This
        indicates that <em class="parameter"><code>shader</code></em> will be included in
        link operations that will be performed on
        <em class="parameter"><code>program</code></em>.</p>
        <p>All operations that can be performed on a shader object
        are valid whether or not the shader object is attached to a
        program object. It is permissible to attach a shader object to a
        program object before source code has been loaded into the
        shader object or before the shader object has been compiled. It
        is not permissible to attach multiple shader objects of the same
        type.
        It is permissible to attach a shader object to more than
        one program object. If a shader object is deleted while it is
        attached to a program object, it will be flagged for deletion,
        and deletion will not occur until
        <a class="citerefentry" href="glDetachShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>
        is called to detach it from all program objects to which it is
        attached.</p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p><code class="constant">GL_INVALID_VALUE</code> is generated if either
        <em class="parameter"><code>program</code></em> or <em class="parameter"><code>shader</code></em>
        is not a value generated by OpenGL.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
        <em class="parameter"><code>program</code></em> is not a program object.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
        <em class="parameter"><code>shader</code></em> is not a shader object.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
        <em class="parameter"><code>shader</code></em> is already attached to
        <em class="parameter"><code>program</code></em>.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
        a shader of the same type as <em class="parameter"><code>shader</code></em> is
        already attached to     <em class="parameter"><code>program</code></em>.</p>
      </div>
      <div class="refsect1" id="associatedgets">
        <h2>Associated Gets</h2>
        <p>
          <a class="citerefentry" href="glGetAttachedShaders.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetAttachedShaders</span></span></a>
              with the handle of a valid program object
       </p>
        <p>
          <a class="citerefentry" href="glGetShaderInfoLog.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>
       </p>
        <p>
          <a class="citerefentry" href="glGetShaderSource.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>
       </p>
        <p>
          <a class="citerefentry" href="glIsProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glIsProgram</span></span></a>
       </p>
        <p>
          <a class="citerefentry" href="glIsShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glIsShader</span></span></a>
         </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>API Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
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              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="3">
                <span class="bold"><strong>OpenGL ES API Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.1</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">glAttachShader</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
          <a class="citerefentry" href="glCompileShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
          <a class="citerefentry" href="glCreateShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glCreateShader</span></span></a>,
          <a class="citerefentry" href="glDeleteShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glDeleteShader</span></span></a>,
          <a class="citerefentry" href="glDetachShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
            <a class="citerefentry" href="glLinkProgram.xhtml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
            <a class="citerefentry" href="glShaderSource.xhtml"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>
       </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 2003-2005 3Dlabs Inc. Ltd.
            Copyright <span class="trademark"/>© 2010-2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
      </div>
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